The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler/MerchantWindow.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2022 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2023 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "Menu.h"
#include "Crawler.h"
#include "RowInventoryScrollableWindowComponent.h"
#include "MenuItemItemButton.h"
#include "MenuComponent.h"
#include "PlayerMoneyLabel.h"
INCLUDE_game
INCLUDE_ITEM_CATEGORIES
INCLUDE_DATA
INCLUDE_GFX
void Menu::InitializeMerchantWindow(){
Menu*merchantWindow=CreateMenu(MERCHANT,CENTERED,game->GetScreenSize()-vi2d{52,52});
static std::string lastInventoryTypeOpened="";
std::vector<std::pair<std::string,int>>categories;
for(auto&[category,items]:ITEM_CATEGORIES){
if(DATA["ItemCategory"][category].GetString(0)=="!HIDE")continue; //This category is meant to be hidden!
categories.push_back({category,DATA["ItemCategory"][category].GetInt(0)}); //We assume the first value becomes the sort order we wish to use.
}
std::sort(categories.begin(),categories.end(),[](std::pair<std::string,int>&cat1,std::pair<std::string,int>&cat2){return cat1.second<cat2.second;});
auto buyTab=merchantWindow->ADD("Buy Tab",MenuComponent)({{2,0},{merchantWindow->size.x/2-4,24}},"Buy",[](MenuFuncData data){
Component<RowInventoryScrollableWindowComponent>(MERCHANT,"Merchant Inventory Display")->Enable(true);
Component<MenuComponent>(MERCHANT,"Sell Tab")->selected=false;
Component<MenuComponent>(MERCHANT,"Inventory Tabs Outline")->Enable(false);
for(auto&[category,items]:ITEM_CATEGORIES){
if(DATA["ItemCategory"][category].GetString(0)=="!HIDE")continue; //This category is meant to be hidden!
Component<MenuComponent>(MERCHANT,category+" Inventory Tab")->Enable(false);
}
Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Inventory Display - "+data.menu.S(A::LAST_INVENTORY_TYPE_OPENED))->Enable(false);
Component<MenuComponent>(data.menu.GetType(),data.menu.S(A::LAST_INVENTORY_TYPE_OPENED)+" Inventory Tab")->Enable(false);
data.component->selected=true;
return true;
})END;
buyTab->selected=true;
buyTab->selectionType=SelectionType::HIGHLIGHT;
auto sellTab=merchantWindow->ADD("Sell Tab",MenuComponent)({{merchantWindow->size.x/2+2,0},{merchantWindow->size.x/2-4,24}},"Sell",[](MenuFuncData data){
Component<RowInventoryScrollableWindowComponent>(MERCHANT,"Merchant Inventory Display")->Enable(false);
Component<MenuComponent>(MERCHANT,"Buy Tab")->selected=false;
Component<MenuComponent>(MERCHANT,"Inventory Tabs Outline")->Enable(true);
for(auto&[category,items]:ITEM_CATEGORIES){
if(DATA["ItemCategory"][category].GetString(0)=="!HIDE")continue; //This category is meant to be hidden!
Component<MenuComponent>(MERCHANT,category+" Inventory Tab")->Enable(true);
}
Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Inventory Display - "+data.menu.S(A::LAST_INVENTORY_TYPE_OPENED))->Enable(true);
Component<MenuComponent>(data.menu.GetType(),data.menu.S(A::LAST_INVENTORY_TYPE_OPENED)+" Inventory Tab")->Enable(true);
data.component->selected=true;
return true;
})END;
sellTab->selectionType=SelectionType::HIGHLIGHT;
auto inventoryDisplay=merchantWindow->ADD("Merchant Inventory Display",RowInventoryScrollableWindowComponent)({{2,28},{220,merchantWindow->size.y-44}},"Item Name Label","Item Description Label",
[](MenuFuncData data){
RowItemDisplay*item=DYNAMIC_CAST<RowItemDisplay*>(data.component);
Component<MenuLabel>(BUY_ITEM,"Item Purchase Header")->S(A::ITEM_NAME)=item->GetItem().lock()->ActualName();
Component<MenuLabel>(BUY_ITEM,"Price per item Amount Label")->SetLabel(std::to_string(item->GetItem().lock()->BuyValue()));
Component<MenuLabel>(BUY_ITEM,"Amount to buy Amount Label")->SetLabel("1");
Component<MenuLabel>(BUY_ITEM,"Total Price Amount Label")->SetLabel(std::to_string(item->GetItem().lock()->BuyValue()));
Merchant&merchant=Merchant::GetCurrentTravelingMerchant();
bool canPurchase=merchant.CanPurchaseItem(item->GetItem().lock()->ActualName(),1);
std::string colorCode="";
if(!canPurchase)colorCode="#FF0000";
Component<MenuLabel>(BUY_ITEM,"Total Price Amount Label")->SetLabel(colorCode+std::to_string(item->GetItem().lock()->BuyValue()));
Component<MenuLabel>(BUY_ITEM,"Item Purchase Header")->SetLabel("Buying "+item->GetItem().lock()->DisplayName());
Component<MenuComponent>(BUY_ITEM,"Purchase Button")->SetGrayedOut(!merchant.CanPurchaseItem(item->GetItem().lock()->ActualName(),1));
Menu::OpenMenu(BUY_ITEM);
return true;
},
[](MenuFuncData data){
Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(DYNAMIC_CAST<RowItemDisplay*>(data.component)->GetItem());
Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->UpdateIcon();
return true;
},
[](MenuFuncData data){
Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(Item::BLANK);
Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->UpdateIcon();
return true;
},
InventoryCreator::RowMerchant_InventoryUpdate,
{.padding=1,.size={220-13,28}})END;
inventoryDisplay->SetPriceLabelType(PriceLabel::BUY_LABEL);
for(auto&[category,items]:ITEM_CATEGORIES){
Menu::AddMerchantInventoryListener(inventoryDisplay,category);
}
merchantWindow->ADD("Inventory Tabs Outline",MenuComponent)({{0,28},{72,merchantWindow->size.y-44}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
std::sort(categories.begin(),categories.end(),[](std::pair<std::string,int>&cat1,std::pair<std::string,int>&cat2){return cat1.second<cat2.second;});
#pragma region Inventory Tabs
bool first=true;
for(float yOffset=0;auto&[category,sortOrder]:categories){
float textWidth=game->GetTextSizeProp(category).x;
float buttonWidth=64;
float textScaling=std::min(1.f,buttonWidth/textWidth);
auto button=merchantWindow->ADD(category+" Inventory Tab",MenuComponent)({{2,30+yOffset},{68,16}},category,MenuType::ENUM_END,
[&](MenuFuncData data){
//Close the old inventory window and show the proper one.
Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Inventory Display - "+data.menu.S(A::LAST_INVENTORY_TYPE_OPENED))->Enable(false);
Component<MenuComponent>(data.menu.GetType(),data.menu.S(A::LAST_INVENTORY_TYPE_OPENED)+" Inventory Tab")->SetSelected(false);
Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Inventory Display - "+data.component->S(A::CATEGORY_NAME))->Enable(true);
Component<MenuComponent>(data.menu.GetType(),data.component->S(A::CATEGORY_NAME)+" Inventory Tab")->SetSelected(true);
data.menu.S(A::LAST_INVENTORY_TYPE_OPENED)=data.component->S(A::CATEGORY_NAME);
return true;
},{textScaling,1.f})END;
button->SetSelectionType(HIGHLIGHT);
button->S(A::CATEGORY_NAME)=category;
auto inventoryDisplay=merchantWindow->ADD("Inventory Display - "+category,RowInventoryScrollableWindowComponent)({{72,28},{150,merchantWindow->size.y-44}},"Item Name Label","Item Description Label",
[](MenuFuncData data){
RowItemDisplay*item=DYNAMIC_CAST<RowItemDisplay*>(data.component);
if(item->GetItem().lock()->CanBeSold()){
Component<MenuLabel>(SELL_ITEM,"Item Sell Header")->S(A::ITEM_NAME)=item->GetItem().lock()->ActualName();
Component<MenuLabel>(SELL_ITEM,"Price per item Amount Label")->SetLabel(std::to_string(item->GetItem().lock()->SellValue()));
Component<MenuLabel>(SELL_ITEM,"Amount to sell Amount Label")->SetLabel("1");
Component<MenuLabel>(SELL_ITEM,"Total Price Amount Label")->SetLabel(std::to_string(item->GetItem().lock()->SellValue()));
Merchant&merchant=Merchant::GetCurrentTravelingMerchant();
bool canPurchase=merchant.CanSellItem(item->GetItem().lock()->ActualName(),1);
std::string colorCode="";
if(!canPurchase)colorCode="#FF0000";
Component<MenuLabel>(SELL_ITEM,"Total Price Amount Label")->SetLabel(colorCode+std::to_string(item->GetItem().lock()->SellValue()));
Component<MenuLabel>(SELL_ITEM,"Item Sell Header")->SetLabel("Selling "+item->GetItem().lock()->DisplayName());
Component<MenuComponent>(SELL_ITEM,"Sell Button")->SetGrayedOut(!merchant.CanSellItem(item->GetItem().lock()->ActualName(),1));
Menu::OpenMenu(SELL_ITEM);
}
return true;
},
[](MenuFuncData data){
Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(DYNAMIC_CAST<RowItemDisplay*>(data.component)->GetItem());
Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->UpdateIcon();
return true;
},
[](MenuFuncData data){
Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(Item::BLANK);
Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->UpdateIcon();
return true;
},
InventoryCreator::RowPlayer_InventoryUpdate,
{.padding=1,.size={137,28}})END;
inventoryDisplay->SetPriceLabelType(PriceLabel::SELL_LABEL);
if(first){
merchantWindow->S(A::LAST_INVENTORY_TYPE_OPENED)=category;
button->onClick(MenuFuncData{*merchantWindow,game,button}); //Simulate a click of this button if it's the top one for an initial inventory display.
}
Menu::AddInventoryListener(inventoryDisplay,category);
inventoryDisplay->Enable(first);
inventoryDisplay->SetCompactDescriptions(false);
yOffset+=20;
first=false;
}
#pragma endregion
#pragma region Inventory Description
float inventoryDescriptionWidth=merchantWindow->pos.x+merchantWindow->size.x-26-224;
merchantWindow->ADD("Item Description Outline",MenuLabel)({{224,28},{inventoryDescriptionWidth,merchantWindow->size.y-44}},"",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
merchantWindow->ADD("Item Icon",MenuItemItemButton)({{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,MenuType::ENUM_END,DO_NOTHING,"","",IconButtonAttr::NOT_SELECTABLE)END;
merchantWindow->ADD("Item Name Label",MenuLabel)({{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
merchantWindow->ADD("Item Description Label",MenuLabel)({{226,94},{inventoryDescriptionWidth-6,merchantWindow->size.y-44-66}},"",0.5f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
#pragma endregion
#pragma region Money Display
vf2d moneyIconPos={224+inventoryDescriptionWidth-24,28+merchantWindow->size.y-44+6};
auto moneyIcon=merchantWindow->ADD("Money Icon",MenuIconButton)({moneyIconPos,{24,24}},GFX["money.png"].Decal(),DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE|IconButtonAttr::NO_BACKGROUND)END;
std::string moneyText=std::to_string(game->GetPlayer()->GetMoney());
vf2d moneyTextSize=game->GetTextSizeProp(moneyText)*2;
auto moneyDisplay=merchantWindow->ADD("Money Label",PlayerMoneyLabel)({moneyIconPos-vf2d{2+moneyTextSize.x,-2},moneyTextSize},2,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
moneyDisplay->SetRightAlignment(true);
Player::AddMoneyListener(moneyDisplay);
#pragma endregion
merchantWindow->ADD("Leave Button",MenuComponent)({{merchantWindow->size.x/2-48,28+merchantWindow->size.y-44+6},{96,24}},"Leave",MenuType::ENUM_END,
[](MenuFuncData data){
Menu::CloseMenu();
return true;
},{2,2})END;
buyTab->onClick(MenuFuncData{*merchantWindow,game,buyTab});
}